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C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ISHADERAPI_H
#define ISHADERAPI_H
#ifdef _WIN32
#pragma once
#endif
#include <materialsystem/imaterial.h>
#include <materialsystem/imaterialsystem.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class CMeshBuilder;
class IMaterialVar;
struct LightDesc_t;
//-----------------------------------------------------------------------------
// important enumerations
//-----------------------------------------------------------------------------
enum ShaderDepthFunc_t
{
SHADER_DEPTHFUNC_NEVER,
SHADER_DEPTHFUNC_NEARER,
SHADER_DEPTHFUNC_EQUAL,
SHADER_DEPTHFUNC_NEAREROREQUAL,
SHADER_DEPTHFUNC_FARTHER,
SHADER_DEPTHFUNC_NOTEQUAL,
SHADER_DEPTHFUNC_FARTHEROREQUAL,
SHADER_DEPTHFUNC_ALWAYS
};
enum ShaderBlendFactor_t
{
SHADER_BLEND_ZERO,
SHADER_BLEND_ONE,
SHADER_BLEND_DST_COLOR,
SHADER_BLEND_ONE_MINUS_DST_COLOR,
SHADER_BLEND_SRC_ALPHA,
SHADER_BLEND_ONE_MINUS_SRC_ALPHA,
SHADER_BLEND_DST_ALPHA,
SHADER_BLEND_ONE_MINUS_DST_ALPHA,
SHADER_BLEND_SRC_ALPHA_SATURATE,
SHADER_BLEND_SRC_COLOR,
SHADER_BLEND_ONE_MINUS_SRC_COLOR
};
enum ShaderAlphaFunc_t
{
SHADER_ALPHAFUNC_NEVER,
SHADER_ALPHAFUNC_LESS,
SHADER_ALPHAFUNC_EQUAL,
SHADER_ALPHAFUNC_LEQUAL,
SHADER_ALPHAFUNC_GREATER,
SHADER_ALPHAFUNC_NOTEQUAL,
SHADER_ALPHAFUNC_GEQUAL,
SHADER_ALPHAFUNC_ALWAYS
};
enum ShaderStencilFunc_t
{
SHADER_STENCILFUNC_NEVER = 0,
SHADER_STENCILFUNC_LESS,
SHADER_STENCILFUNC_EQUAL,
SHADER_STENCILFUNC_LEQUAL,
SHADER_STENCILFUNC_GREATER,
SHADER_STENCILFUNC_NOTEQUAL,
SHADER_STENCILFUNC_GEQUAL,
SHADER_STENCILFUNC_ALWAYS
};
enum ShaderStencilOp_t
{
SHADER_STENCILOP_KEEP = 0,
SHADER_STENCILOP_ZERO,
SHADER_STENCILOP_SET_TO_REFERENCE,
SHADER_STENCILOP_INCREMENT_CLAMP,
SHADER_STENCILOP_DECREMENT_CLAMP,
SHADER_STENCILOP_INVERT,
SHADER_STENCILOP_INCREMENT_WRAP,
SHADER_STENCILOP_DECREMENT_WRAP,
};
enum ShaderTexChannel_t
{
SHADER_TEXCHANNEL_COLOR = 0,
SHADER_TEXCHANNEL_ALPHA
};
enum ShaderShadeMode_t
{
SHADER_FLAT = 0,
SHADER_SMOOTH
};
enum ShaderTexCoordComponent_t
{
SHADER_TEXCOORD_S = 0,
SHADER_TEXCOORD_T,
SHADER_TEXCOORD_U
};
enum ShaderPolyModeFace_t
{
SHADER_POLYMODEFACE_FRONT,
SHADER_POLYMODEFACE_BACK,
SHADER_POLYMODEFACE_FRONT_AND_BACK,
};
enum ShaderPolyMode_t
{
SHADER_POLYMODE_POINT,
SHADER_POLYMODE_LINE,
SHADER_POLYMODE_FILL
};
enum ShaderTexArg_t
{
SHADER_TEXARG_TEXTURE = 0,
SHADER_TEXARG_VERTEXCOLOR,
SHADER_TEXARG_SPECULARCOLOR,
SHADER_TEXARG_CONSTANTCOLOR,
SHADER_TEXARG_PREVIOUSSTAGE,
SHADER_TEXARG_NONE,
SHADER_TEXARG_ZERO,
SHADER_TEXARG_TEXTUREALPHA,
SHADER_TEXARG_INVTEXTUREALPHA,
SHADER_TEXARG_ONE,
};
enum ShaderTexOp_t
{
// DX5 shaders support these
SHADER_TEXOP_MODULATE = 0,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXOP_MODULATE4X,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXOP_SELECTARG2,
SHADER_TEXOP_DISABLE,
// DX6 shaders support these
SHADER_TEXOP_ADD,
SHADER_TEXOP_SUBTRACT,
SHADER_TEXOP_ADDSIGNED2X,
SHADER_TEXOP_BLEND_CONSTANTALPHA,
SHADER_TEXOP_BLEND_TEXTUREALPHA,
SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
SHADER_TEXOP_MODULATECOLOR_ADDALPHA,
SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
// DX7
SHADER_TEXOP_DOTPRODUCT3
};
enum ShaderTexGenParam_t
{
SHADER_TEXGENPARAM_OBJECT_LINEAR,
SHADER_TEXGENPARAM_EYE_LINEAR,
SHADER_TEXGENPARAM_SPHERE_MAP,
SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR,
SHADER_TEXGENPARAM_CAMERASPACENORMAL
};
enum ShaderDrawBitField_t
{
SHADER_DRAW_POSITION = 0x0001,
SHADER_DRAW_NORMAL = 0x0002,
SHADER_DRAW_COLOR = 0x0004,
SHADER_DRAW_SPECULAR = 0x0008,
SHADER_DRAW_TEXCOORD0 = 0x0010,
SHADER_DRAW_TEXCOORD1 = 0x0020,
SHADER_DRAW_TEXCOORD2 = 0x0040,
SHADER_DRAW_TEXCOORD3 = 0x0080,
SHADER_DRAW_LIGHTMAP_TEXCOORD0 = 0x0100,
SHADER_DRAW_LIGHTMAP_TEXCOORD1 = 0x0200,
SHADER_DRAW_LIGHTMAP_TEXCOORD2 = 0x0400,
SHADER_DRAW_LIGHTMAP_TEXCOORD3 = 0x0800,
SHADER_DRAW_SECONDARY_TEXCOORD0 = 0x1000,
SHADER_DRAW_SECONDARY_TEXCOORD1 = 0x2000,
SHADER_DRAW_SECONDARY_TEXCOORD2 = 0x4000,
SHADER_DRAW_SECONDARY_TEXCOORD3 = 0x8000,
// Texgen draw flags are set by the engine; don't set these in the shader
SHADER_DRAW_TEXGEN_TEXCOORD0 = 0x10000,
SHADER_DRAW_TEXGEN_TEXCOORD1 = 0x20000,
SHADER_DRAW_TEXGEN_TEXCOORD2 = 0x40000,
SHADER_DRAW_TEXGEN_TEXCOORD3 = 0x80000,
SHADER_TEXCOORD_MASK = SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 |
SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_TEXCOORD3,
SHADER_LIGHTMAP_TEXCOORD_MASK = SHADER_DRAW_LIGHTMAP_TEXCOORD0 |
SHADER_DRAW_LIGHTMAP_TEXCOORD1 |
SHADER_DRAW_LIGHTMAP_TEXCOORD2 |
SHADER_DRAW_LIGHTMAP_TEXCOORD3,
SHADER_SECONDARY_TEXCOORD_MASK = SHADER_DRAW_SECONDARY_TEXCOORD0 |
SHADER_DRAW_SECONDARY_TEXCOORD1 |
SHADER_DRAW_SECONDARY_TEXCOORD2 |
SHADER_DRAW_SECONDARY_TEXCOORD3,
SHADER_TEXGEN_TEXCOORD_MASK = SHADER_DRAW_TEXGEN_TEXCOORD0 |
SHADER_DRAW_TEXGEN_TEXCOORD1 |
SHADER_DRAW_TEXGEN_TEXCOORD2 |
SHADER_DRAW_TEXGEN_TEXCOORD3,
};
enum ShaderTexFilterMode_t
{
SHADER_TEXFILTERMODE_NEAREST,
SHADER_TEXFILTERMODE_LINEAR,
SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST,
SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST,
SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR,
SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR,
SHADER_TEXFILTERMODE_ANISOTROPIC
};
enum ShaderTexWrapMode_t
{
SHADER_TEXWRAPMODE_CLAMP,
SHADER_TEXWRAPMODE_REPEAT
// MIRROR? - probably don't need it.
};
//-----------------------------------------------------------------------------
// Texture stage identifiers
//-----------------------------------------------------------------------------
enum TextureStage_t
{
SHADER_TEXTURE_STAGE0 = 0,
SHADER_TEXTURE_STAGE1,
SHADER_TEXTURE_STAGE2,
SHADER_TEXTURE_STAGE3,
SHADER_TEXTURE_STAGE4,
SHADER_TEXTURE_STAGE5,
SHADER_TEXTURE_STAGE6,
SHADER_TEXTURE_STAGE7,
SHADER_TEXTURE_STAGE8,
SHADER_TEXTURE_STAGE9,
SHADER_TEXTURE_STAGE10,
SHADER_TEXTURE_STAGE11,
SHADER_TEXTURE_STAGE12,
SHADER_TEXTURE_STAGE13,
SHADER_TEXTURE_STAGE14,
SHADER_TEXTURE_STAGE15,
};
enum ShaderFogMode_t
{
SHADER_FOGMODE_DISABLED = 0,
SHADER_FOGMODE_OO_OVERBRIGHT,
SHADER_FOGMODE_BLACK,
SHADER_FOGMODE_GREY,
SHADER_FOGMODE_FOGCOLOR,
SHADER_FOGMODE_WHITE,
SHADER_FOGMODE_NUMFOGMODES
};
enum ShaderMaterialSource_t
{
SHADER_MATERIALSOURCE_MATERIAL = 0,
SHADER_MATERIALSOURCE_COLOR1,
SHADER_MATERIALSOURCE_COLOR2,
};
//-----------------------------------------------------------------------------
// The Shader interface versions
//-----------------------------------------------------------------------------
#define SHADERAPI_INTERFACE_VERSION "ShaderApi028"
#define SHADERSHADOW_INTERFACE_VERSION "ShaderShadow010"
//-----------------------------------------------------------------------------
// Methods that can be called from the SHADER_INIT blocks of shaders
//-----------------------------------------------------------------------------
abstract_class IShaderInit
{
public:
// Loads up a texture
virtual void LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName ) = 0;
virtual void LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName ) = 0;
virtual void LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar ) = 0;
};
//-----------------------------------------------------------------------------
// the shader API interface (methods called from shaders)
//-----------------------------------------------------------------------------
abstract_class IShaderShadow
{
public:
// Sets the default *shadow* state
virtual void SetDefaultState() = 0;
// Methods related to depth buffering
virtual void DepthFunc( ShaderDepthFunc_t depthFunc ) = 0;
virtual void EnableDepthWrites( bool bEnable ) = 0;
virtual void EnableDepthTest( bool bEnable ) = 0;
virtual void EnablePolyOffset( bool bEnable ) = 0;
// These methods for controlling stencil are obsolete and stubbed to do nothing. Stencil
// control is via the shaderapi/material system now, not part of the shadow state.
// Methods related to stencil
virtual void EnableStencil( bool bEnable ) = 0;
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc ) = 0;
virtual void StencilPassOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilFailOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp ) = 0;
virtual void StencilReference( int nReference ) = 0;
virtual void StencilMask( int nMask ) = 0;
virtual void StencilWriteMask( int nMask ) = 0;
// Suppresses/activates color writing
virtual void EnableColorWrites( bool bEnable ) = 0;
virtual void EnableAlphaWrites( bool bEnable ) = 0;
// Methods related to alpha blending
virtual void EnableBlending( bool bEnable ) = 0;
virtual void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
// Alpha testing
virtual void EnableAlphaTest( bool bEnable ) = 0;
virtual void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ ) = 0;
// Wireframe/filled polygons
virtual void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode ) = 0;
// Back face culling
virtual void EnableCulling( bool bEnable ) = 0;
// constant color + transparency
virtual void EnableConstantColor( bool bEnable ) = 0;
#ifndef _XBOX
// Indicates we're preprocessing vertex data
virtual void EnableVertexDataPreprocess( bool bEnable ) = 0;
#endif
// Indicates the vertex format for use with a vertex shader
// The flags to pass in here come from the VertexFormatFlags_t enum
// If pTexCoordDimensions is *not* specified, we assume all coordinates
// are 2-dimensional
virtual void VertexShaderVertexFormat( unsigned int flags,
int numTexCoords, int* pTexCoordDimensions, int numBoneWeights,
int userDataSize ) = 0;
// Pixel and vertex shader methods
virtual void SetVertexShader( char const* pFileName, int nStaticVshIndex ) = 0;
virtual void SetPixelShader( char const* pFileName, int nStaticPshIndex = 0 ) = 0;
// Indicates we're going to light the model
virtual void EnableLighting( bool bEnable ) = 0;
// Enables specular lighting (lighting has also got to be enabled)
virtual void EnableSpecular( bool bEnable ) = 0;
#ifndef _XBOX
// Convert from linear to gamma color space on writes to frame buffer.
virtual void EnableSRGBWrite( bool bEnable ) = 0;
#endif
#ifndef _XBOX
// Convert from gamma to linear on texture fetch.
virtual void EnableSRGBRead( TextureStage_t stage, bool bEnable ) = 0;
#endif
// Activate/deactivate skinning. Indexed blending is automatically
// enabled if it's available for this hardware. When blending is enabled,
// we allocate enough room for 3 weights (max allowed)
virtual void EnableVertexBlend( bool bEnable ) = 0;
// per texture unit stuff
virtual void OverbrightValue( TextureStage_t stage, float value ) = 0;
virtual void EnableTexture( TextureStage_t stage, bool bEnable ) = 0;
virtual void EnableTexGen( TextureStage_t stage, bool bEnable ) = 0;
virtual void TexGen( TextureStage_t stage, ShaderTexGenParam_t param ) = 0;
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
virtual void EnableCustomPixelPipe( bool bEnable ) = 0;
virtual void CustomTextureStages( int stageCount ) = 0;
virtual void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 ) = 0;
// indicates what per-vertex data we're providing
virtual void DrawFlags( unsigned int drawFlags ) = 0;
// A simpler method of dealing with alpha modulation
virtual void EnableAlphaPipe( bool bEnable ) = 0;
virtual void EnableConstantAlpha( bool bEnable ) = 0;
virtual void EnableVertexAlpha( bool bEnable ) = 0;
virtual void EnableTextureAlpha( TextureStage_t stage, bool bEnable ) = 0;
// GR - Separate alpha blending
#ifndef _XBOX
virtual void EnableBlendingSeparateAlpha( bool bEnable ) = 0;
virtual void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor ) = 0;
#endif
virtual void FogMode( ShaderFogMode_t fogMode ) = 0;
virtual void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource ) = 0;
// Indicates the morph format for use with a vertex shader
// The flags to pass in here come from the MorphFormatFlags_t enum
virtual void SetMorphFormat( MorphFormat_t flags ) = 0;
#ifdef _XBOX
virtual void SetColorSign( TextureStage_t stage, bool isSigned ) = 0;
#endif
};
// end class IShaderShadow
//-----------------------------------------------------------------------------
// the 3D shader API interface
// This interface is all that shaders see.
//-----------------------------------------------------------------------------
enum StandardTextureId_t
{
// Lightmaps
TEXTURE_LIGHTMAP = 0,
TEXTURE_LIGHTMAP_ALPHA,
TEXTURE_LIGHTMAP_FULLBRIGHT,
TEXTURE_LIGHTMAP_BUMPED,
TEXTURE_LIGHTMAP_BUMPED_FULLBRIGHT,
// Flat colors
TEXTURE_WHITE,
TEXTURE_BLACK,
TEXTURE_GREY,
// Normalmaps
TEXTURE_NORMALMAP_FLAT,
// Normalization
TEXTURE_NORMALIZATION_CUBEMAP,
TEXTURE_NORMALIZATION_CUBEMAP_SIGNED,
// Frame-buffer textures
TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0,
TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1,
// Color correction
TEXTURE_COLOR_CORRECTION_VOLUME_0,
TEXTURE_COLOR_CORRECTION_VOLUME_1,
TEXTURE_COLOR_CORRECTION_VOLUME_2,
TEXTURE_COLOR_CORRECTION_VOLUME_3,
#ifdef _XBOX
// An alias to the Back Frame Buffer
TEXTURE_FRAME_BUFFER_ALIAS,
#endif
};
abstract_class IShaderDynamicAPI
{
public:
// returns the current time in seconds....
virtual double CurrentTime() const = 0;
// NOTE: All these various bind methods are deprecated. Use the StandardTextureId_t enum in future
// Lightmap texture binding
virtual void BindLightmap( TextureStage_t stage ) = 0;
// GR - bind separate lightmap alpha
virtual void BindLightmapAlpha( TextureStage_t stage ) = 0;
virtual void BindBumpLightmap( TextureStage_t stage ) = 0;
virtual void BindFullbrightLightmap( TextureStage_t stage ) = 0;
virtual void BindWhite( TextureStage_t stage ) = 0;
virtual void BindBlack( TextureStage_t stage ) = 0;
virtual void BindGrey( TextureStage_t stage ) = 0;
// virtual void BindSyncTexture( TextureStage_t stage, int texture ) = 0;
virtual void BindFBTexture( TextureStage_t stage, int textureIndex = 0 ) = 0;
// Gets the lightmap dimensions
virtual void GetLightmapDimensions( int *w, int *h ) = 0;
// Special system flat normal map binding.
virtual void BindFlatNormalMap( TextureStage_t stage ) = 0;
virtual void BindNormalizationCubeMap( TextureStage_t stage ) = 0;
#ifndef _XBOX
virtual void BindSignedNormalizationCubeMap( TextureStage_t stage ) = 0;
#endif
// Scene fog state.
// This is used by the shaders for picking the proper vertex shader for fogging based on dynamic state.
virtual MaterialFogMode_t GetSceneFogMode( ) = 0;
virtual void GetSceneFogColor( unsigned char *rgb ) = 0;
// stuff related to matrix stacks
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
virtual void PushMatrix() = 0;
virtual void PopMatrix() = 0;
virtual void LoadMatrix( float *m ) = 0;
virtual void MultMatrix( float *m ) = 0;
virtual void MultMatrixLocal( float *m ) = 0;
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) = 0;
virtual void LoadIdentity( void ) = 0;
virtual void LoadCameraToWorld( void ) = 0;
virtual void Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) = 0;
virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
virtual void PickMatrix( int x, int y, int width, int height ) = 0;
virtual void Rotate( float angle, float x, float y, float z ) = 0;
virtual void Translate( float x, float y, float z ) = 0;
virtual void Scale( float x, float y, float z ) = 0;
virtual void ScaleXY( float x, float y ) = 0;
// Sets the color to modulate by
virtual void Color3f( float r, float g, float b ) = 0;
virtual void Color3fv( float const* pColor ) = 0;
virtual void Color4f( float r, float g, float b, float a ) = 0;
virtual void Color4fv( float const* pColor ) = 0;
virtual void Color3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void Color3ubv( unsigned char const* pColor ) = 0;
virtual void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
virtual void Color4ubv( unsigned char const* pColor ) = 0;
// Sets the constant register for vertex and pixel shaders
virtual void SetVertexShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
virtual void SetPixelShaderConstant( int var, float const* pVec, int numConst = 1, bool bForce = false ) = 0;
// Sets the default *dynamic* state
virtual void SetDefaultState() = 0;
// Get the current camera position in world space.
virtual void GetWorldSpaceCameraPosition( float* pPos ) const = 0;
virtual int GetCurrentNumBones( void ) const = 0;
virtual int GetCurrentLightCombo( void ) const = 0;
virtual MaterialFogMode_t GetCurrentFogType( void ) const = 0;
// fixme: move this to shadow state
virtual void SetTextureTransformDimension( int textureStage, int dimension, bool projected ) = 0;
virtual void DisableTextureTransform( int textureStage ) = 0;
virtual void SetBumpEnvMatrix( int textureStage, float m00, float m01, float m10, float m11 ) = 0;
// Sets the vertex and pixel shaders
virtual void SetVertexShaderIndex( int vshIndex = -1 ) = 0;
virtual void SetPixelShaderIndex( int pshIndex = 0 ) = 0;
// Get the dimensions of the back buffer.
virtual void GetBackBufferDimensions( int& width, int& height ) const = 0;
// FIXME: The following 6 methods used to live in IShaderAPI
// and were moved for stdshader_dx8. Let's try to move them back!
// Get the lights
virtual int GetMaxLights( void ) const = 0;
virtual const LightDesc_t& GetLight( int lightNum ) const = 0;
virtual void SetPixelShaderFogParams( int reg ) = 0;
// Render state for the ambient light cube
virtual void SetVertexShaderStateAmbientLightCube() = 0;
virtual void SetPixelShaderStateAmbientLightCube( int pshReg ) = 0;
virtual void CommitPixelShaderLighting( int pshReg ) = 0;
// Use this to get the mesh builder that allows us to modify vertex data
virtual CMeshBuilder* GetVertexModifyBuilder() = 0;
virtual bool InFlashlightMode() const = 0;
virtual const FlashlightState_t &GetFlashlightState( VMatrix &worldToTexture ) const = 0;
virtual bool InEditorMode() const = 0;
//
// NOTE: Stuff after this is added after shipping HL2.
//
#ifndef _XBOX
// Gets the bound morph's vertex format; returns 0 if no morph is bound
virtual MorphFormat_t GetBoundMorphFormat() = 0;
#endif
// Binds a standard texture
virtual void BindStandardTexture( TextureStage_t stage, StandardTextureId_t id ) = 0;
virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;
#ifndef _XBOX
virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
virtual const Vector &GetToneMappingScaleLinear( void ) const = 0;
virtual const Vector &GetToneMappingScaleGamma( void ) const = 0;
#endif
#ifdef _XBOX
virtual bool GetBoundTextureDimensions(TextureStage_t stage, int *pWidth, int *pHeight, bool *pIsLinear ) = 0;
#endif
virtual void LoadBoneMatrix( int boneIndex, const float *m ) = 0;
virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
virtual void SetIntRenderingParameter(int parm_number, int value) = 0 ;
virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0 ;
virtual float GetFloatRenderingParameter(int parm_number) const = 0 ;
virtual int GetIntRenderingParameter(int parm_number) const = 0 ;
virtual Vector GetVectorRenderingParameter(int parm_number) const = 0 ;
// stencil buffer operations.
virtual void SetStencilEnable(bool onoff) = 0;
virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
virtual void SetStencilReferenceValue(int ref) = 0;
virtual void SetStencilTestMask(uint32 msk) = 0;
virtual void SetStencilWriteMask(uint32 msk) = 0;
virtual void ClearStencilBufferRectangle(
int xmin, int ymin, int xmax, int ymax,int value)=0;
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
virtual const FlashlightState_t &GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) const = 0;
virtual float GetAmbientLightCubeLuminance() = 0;
};
// end class IShaderDynamicAPI
//-----------------------------------------------------------------------------
// Software vertex shaders
//-----------------------------------------------------------------------------
typedef void (*SoftwareVertexShader_t)( CMeshBuilder& meshBuilder, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI );
#endif // ISHADERAPI_H